OK lets make a optimal adventurer Soulknife, 1st thru 20th, basically what feats, skills, and magicals ($ to level) all books all mags but not the eviiilll wiki! oh what the heck them too!
which fits the opt out build SK IYO...
sword and board?
two handed?
two weapon?
I like the +2 EPH -collision-enchantment, +5 to damage per strike, if the SK splits his mindblade into 2 short swords does the collision, and its +5 to damage, then go to both blades?
Yes.
Mind you, you get it at level 10, when you might very well need a more potent ability.
This isn't going to be the best Soulknife. Probably lies between that and what the "average" player will come up with.
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Level 10 Human Soulknife
Base Stats (32 point buy):
STR: 16 DEX: 14 CON: 14 INT: 14 WIS: 12 CHA: 8
Adjusted Stats:
STR: 22 DEX: 16 CON: 18 INT: 14 WIS: 12 CHA: 8
Base Saves:
Fort +3; Ref +7; Will +7
Adjusted Saves:
Fort +9; Ref +12; Will +10
HP: 10+5.5*9+4*10 = 99.5 average
AC: 10+5+3+2 = 20
Attack Bonus: +7/+2 +2+6+2 = +17/+12
Full Attack: +15/+15/+10
Damage per attack: 1d6+6+2+5 = 1d6+13 (average 16.5 damage)
Reach: 5 ft
Feats:
1: Two Weapon Fighting
1: Psicrystal Affinity
1: Wild Talent
1: Weapon Focus: Mind Blade
3: Combat Expertise
6: Psionic Meditation
6: Speed of Thought
9: Improved Critical: Mind Blade
9: Greater Weapon Focus: Mind Blade
Items: Belt of Strength +4, Gloves of Dexterity +2, Amulet of Health +4, Cloak of Resistance +2, Ring of Protection +2, +1 Chain Shirt
Mind Blade Enchantment: +2 Collision
If using a 2 handed weapon, with Power Attack:
Full Attack: +7/+2 +2+6+2 = +17/+12
Damage per attack if using a bastard sword:1d10+6*1.5+2+5=1d10+16 (average 21.5 damage)
If using a shield and a longsword:
Full Attack: +7/+2 +2+6+2 = +17/+12
Damage per attack: 1d8+6+2+5 = 1d8+13 (average 17.5 damage)
AC: 10+5+3+3+2 = 23
CR 10 Enemies:
Eleven Headed Hydra
HP: 118
AC 21
Attack: 11 bites +16 melee (1d10+6)
Reach: 10 ft
Special Qualities: Darkvision 60 ft., fast healing 21, low-light vision, scent.
Conclusion: Soulknife should not venture into melee against a hydra.
Gargantuan Monstrous Scorpion
HP: 150
AC: 24
Attac: Claw +21 melee (2d6+10)
Full Attack: 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)
Reach: 15 ft
Special Attacks: Constrict 2d6+10, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Clay Golem
HP: 90
AC: 22
Attack: Slam +14 melee (2d10+7 plus cursed wound)
Full Attack: 2 slams +14 melee (2d10+7 plus cursed wound)
Special Attacks: Berserk, cursed wound
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
Berserk (Ex)
When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.
Cursed Wound (Ex)
The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26
caster level check, or the spell has no effect on the injured character.
Haste (Su)
After it has engaged in at least 1 round of combat, a clay golem can
haste itself once per day as a
free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Juvenile Red Dragon
HP: 168
AC 24
Attack: 1 bite +24 (2d6+9)
Full Attack: 1 bite +24 (2d6+9), 2 claws +22 (1d8+4), 2 wings +22 (1d6+4), 1 tail slap +22 (1d8+4)
Reach: 5 ft 910 with bite)
Breath Weapon: 8d10 fire damage, DC 22
Note: These stats may be incorrect as I had to gather information from various tables.
Fire Giant
HP: 142
AC: 23
Attack: Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Full Attack: Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Reach: 10 ft
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